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There are apparently two values that govern gathering resources, Rates and BaseSpeed. The bonuses to the Rates for each unit type are as follows, Female Citizens have a 50% bonus to foraging and farming, Citizen-Soldiers have a 5% bonus to woodcutting and a 25% bonus to quarrying and mining, and Cavalry Citizen-Soldiers have a 400% bonus to hunting and herding, but can only hunt and herd. The BaseSpeed is the value effected by the promotion, so Advanced Citizen-Soldiers are 25% less efficient at gathering resources than Basic Citizen-Soldiers, and Elite Citizen-Soldiers are 25% less efficient at gathering resources than Advanced Citizen-Soldiers (50% less efficient that Basic Citizen-Soldiers). I never bother using Citizen-Soldiers for woodcutting, I didn't even know about the woodcutting bonus until I looked it up just now. Note: These stats are all in the ResourceGatherer section of the following files in public/simulation/templates directory, template_unit_support_female_citizen.xml, template_unit_infantry.xml, and template_unit_cavalry.xml. In order to look at these files you need a text editor like Notepad++.2 points
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EDIT :After some talks with members of the forum, we decided that the Japanese described here are better suited for part 2. In fact, that's the period I was thinking about when I came up with this concept (roughly from the start of Muromachi Period to the first years of Edo Period). THE JAPANESE The Nation of the Rising sun is a very powerful and unique civilization. Strong at combat, versatile, dynamic and filled with technologies, the Japanese are an excellent choice for the player. Notable differences compared to other civilizations are: -Since all of the warrior class was exclusively composed by nobles, the samurai and daimyo wouldn’t bother themselves with activities such as harvest or resource collecting. This stratification of society results in this civilization employing only peasants, both male and female, to do the building and the resource collecting. -Peasants don’t hunt, but there are fishing ships. -Depend heavily on a new resource: favor. - Due to the lack of stone and constant earthquakes of the archipelago, the Japanese mastered the use of wood, primal material for their constructions. They have a unique set of buildings, added to the normal constructions (such as Civic center, blacksmith, etc): DOJO -Trains strong swordsmen, like Ronin Samurai as well as fast-attack hand-to-hand infantry. The dojo can also train one martial arts master per building, a unit that will enhance the performance of nearby warriors. CASTLE -A powerful, long ranged fort; trains heroes, archers, cavalry swordsmen , cavalry lancers, infantry lancers, armored samurai, daimyo and siege units. TEMPLES Since two major religions dominate Japan, two different temples would be available to this civilization: ZEN TEMPLE: -Famous for their multi level pagodas, Buddhist temples were in charge of basic education, teaching peasants to read and write. Some of those religious complexes, like the fabled Ashikaga Gakko, were analogous to European Universities, teaching subjects like philosophy, calligraphy, religion and even war arts. This building will provide numerous improvements, as well as training warrior monks, who can also work at harvest and healing, although in this last skill they are highly surpassed by their Shinto counterparts. SHINTO TEMPLE: -Shinto, the faith of the Kami, is the native religion of Japan. Send your peasants and priests to the temple in order to generate favor or perform a variety of rituals, that would help in areas such as unit production, harvesting, healing, war motivation and so on. Trains a priest extremely powerful at healing. HOUSES RURAL HOUSE -Also used as a deposit for food, this building supports 5 population. URBAN HOUSE -An update of the rural house, available for city phase, supports 12 population, but no longer serves for storage. TEA FACTORY -Tea is a valuable commodity. Send peasants to work at the local tea factory in order to generate money (metal). SHIRINES AND TORII GATES -Sign of the Japanese devotion to nature, build those monuments anywhere in the map in order to expand your territory and generate favor. BRIGDES -Lay the foundation of an arched bridge in parts of a river which would only be surpassed by ships. Also generates favor. NATIVE VILLAGE -Japan is populated with various indigenous peoples. Build small Ainu or Inuit villages where you can train native warriors and very cheap, yet powerful shamans. Native warriors can hunt and harvest but don’t mine. ------------------------------------------------------------------------------------------------------------------------ What do you guys think? I'll soon submit some building concepts.1 point
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So far the animals in 0 A.D is great, However there are some things that would be awesome. Here is a list of things Id like to see personally: 1. Dolphins 2. Turtles 3. Monkeys Comment with your suggestions. Jfrankay1 point
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The trade interface is an improvement over the old way of doing it, and this is the first version anyway, with the addition of sliders as mentioned by mimo, it should end up being effective for all trading situations.1 point
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Because you are an adept of trading with only one resource does not mean everybody wants it. If you want to have for example 2 resources with 30% and 70%, you would still have to do some manipulations (and computations if several trade routes with different incomes) to achieve what you need. Concerning the number of clicks with 5% increase, as I said, the GUI certainly deserves some improvments (a slider would be better).1 point
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Fixed in r15202. That also removes healing all other animals (including war dogs).1 point
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I will also share my modeling/texturing ventures between the Medieval and the Bronze Age timeframe over the course of the next months if you don't mind.1 point
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hello, im diego, and im italian but in UK. my gaming nickname is the first half of my university login, and this nicname is the english/arabic spelling for bahrain, a country in the middle east that i grew up in1 point
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Ok, I didn't notice. It can indeed handle more UV maps. (PropertiesPanel->Vertices (that Triangle) -> UV maps.) That's where the UV map for the ambient occlusion (ao) is. We have still some distortion but it should be ready soon. Though I now wonder how I could add a normal map. Probably have to change the XML/Actor material.1 point
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Try to vary the textures used more, currently the large open areas look very tiled.1 point
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Hey, Its 2 player, GIANT map. Gives players room to make huge settlements. Lots of abundant Food / Metal / Stone to be gathered. "The Cove" has a sweet spot, where; if you can make it there and survive, then you are in resource heaven, but the other play may beat you there first and fend off your approach. I only do GIANT maps... Thanks for the interest. Im just trying to figure out where the xml file is so i can upload the maps1 point
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Nice, May can I included in my mod? We are seeking map makers. In our mods Size? How much Players? Miscellaneous info?1 point
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Maybe we could use a Latin word that designates something related to the Seleucid empire. Like "quadriga" (chariots drawn by four horses), or "quadrifidus" ("split in four parts", like the Macedonian empire).1 point
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Right, deep links. Sorry for being so late. The statistics tracker: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/components/StatisticsTracker.js This is a component per player. And at the end of each game, the Gui queries the GetStatistics for every player. That returns just a JS object. Currently it only contains the totals, but you can make the object as complicated as you want. The gui: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui/summary Well, as I said, now it only displays numbers. I've got no idea how hard it will be to make graphs.1 point
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I've fixed buildings, but the scale of UV islands is something we must be careful with. Otherwise the bricks don't fit anymore .. and exactly that is what we deal with here too. I fixed two houses. Yet some remain.T The points you mention sound reasonable. I'm not sure how quick I can add those ... (especially the Convert is something for later, we better start balancing a bit later once we're settled. currently I feel like I can't handle it all as in the next days I have to replace one of our farm's workforces, i.e. sheep milking, cow feeding, cheese making, ... I might have no time at all for half a week again.)1 point
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I like the idea of adding a floor due to tech research. Yes, those are the sliding doors (windows are rare in traditional Japanese architecture), which actually work also similary to windows, since they allow clarity to pass. Hmm, straw roof... Actually straw roof have been used through all the periods, even for temples and palaces, but the fact it's a tile roof gives the building a more respectable and "official" aspect. It's best to use different kinds of coverings for buildings. See how they vary:1 point
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Just want to share some fun I'm having with a new group for Hannibal: Scouts. Their goal is to explore the whole map and record geographic features like water, impassable terrain, resources, shores etc. I hope I get them clever enough to detect they are on an island and build a dock + ship to continue exploring the rest of the archipelago. The concept I try to fulfil is: Bots don't cheat. However clouded the map is a bot can easily analyse any part of the map and locate the opponents head-quarter. Hannibal is not like that So here's a first result: If you look closely the dots mark a spot where the scout took a snapshot. While testing I gave the scout three points to visit. If detected idle he moves to the next and so on. Which made another group appear on my list: Patrol. Now that the grainpickers can deal with buildings and scouts with the terrain, the next group is close: miners. After that I have utilized nearly the whole API and will make progress very fast. Here the map to compare: PS: If you think now winning against Hannibal will be easy, just kill the scouts and he's blind - no chance, they reproduce in growing numbers and avoid any violence.1 point
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Lol sorry my bad about the shared generic buildings then! I just thought since this is the period when Chinese & Japanese are most similar it somewhat justifies being a but lazy about keeping everything distinct to save time & effort. But yeah as Le Druide said we don't want that lame thing so many other rts does so keeping thing unique is the better way to go! Anyways Here's the concept for the Civic Centre:1 point
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The part of code that finds the best path for the units when you task them to move. So not through trees or buildings, but around those. It's quite complicated as different units have different sizes (compare a soldier with a siege ram). Sometimes a small unit can fit through a gap, but a big unit can't. Then you also have the fact that there are lots of units moving at the same time. So you might have calculated a path, but when you arrive, you see it's blocked with other units. Currently, it does too many calculations when it collides with moving units. And unless you know how to program, I fear you can't help in solving the lag. We're already discussing it in several places.1 point
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Hooray for the new release, I really appreaciate the work everyone put in here, especially the Spidermonkey upgrade is indeed a good news to all. Hope to see more improvement in the performance front in the future. Bring on the beer kegs! Let's raise a toast to Wildfire Games!1 point
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Awesome, do you think it's possible performancewise to plot it ingame as 'realtime' statistics somewhere in the GUI?1 point
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Okay. I don't have the 10.7SDK anywhere anymore, apparently, my Xcode is too up-to-date. So I can make the bundle, but for 10.8. 10.7 is the least used version though (less so than 10.6 afaik) so it's likely not too bad. I'm giving this a go on Mavericks on my MBA because my iMac is really outdated. I'll update this post later. Edit: getting this error: ../../../source/scriptinterface/ScriptTypes.h:71:10: fatal error: 'jspubtd.h' file not found#include "jspubtd.h"1 point